NAMEglRotated,glRotatef - multiply the current matrix by a
rotation matrix
CSPECIFICATION
void glRotated( GLdouble angle,
GLdouble x,
GLdouble y,
GLdouble z )
void glRotatef( GLfloat angle,
GLfloat x,
GLfloat y,
GLfloat z )
PARAMETERSangle Specifies the angle of rotation, in degrees.
x, y, z
Specify the x, y, and z coordinates of a vector,
respectively.
DESCRIPTIONglRotate produces a rotation of angle degrees around the
vector (x,y,z). The current matrix (see glMatrixMode) is
multiplied by a rotation matrix with the product replacing
the current matrix, as if glMultMatrix were called with the
following matrix as its argument:
( xx(1-c)+c xy(1-c)-zs xz(1-c)+ys 0 )
| |
| yx(1-c)+zs yy(1-c)+c yz(1-c)-xs 0 |
| xz(1-c)-ys yz(1-c)+xs zz(1-c)+c 0 |
| |
( 0 0 0 1 )
Where c = cos(angle), s = sine(angle), and ||( x,y,z )|| = 1
(if not, the GL will normalize this vector).
If the matrix mode is either GL_MODELVIEW or GL_PROJECTION,
all objects drawn after glRotate is called are rotated. Use
glPushMatrix and glPopMatrix to save and restore the
unrotated coordinate system.
NOTES
This rotation follows the right-hand rule, so if the vector
(x,y,z) points toward the user, the rotation will be
counterclockwise.
ERRORSGL_INVALID_OPERATION is generated if glRotate is executed
between the execution of glBegin and the corresponding
execution of glEnd.
ASSOCIATEDGETSglGet with argument GL_MATRIX_MODEglGet with argument GL_MODELVIEW_MATRIXglGet with argument GL_PROJECTION_MATRIXglGet with argument GL_TEXTURE_MATRIXSEEALSOglMatrixMode, glMultMatrix, glPushMatrix, glScale,
glTranslate